Games and Strategies : Two person zero sum game, maximin and minimax Principles, dominance rule etc.

Section A: Introduction to Game Theory

  1. Game theory is primarily concerned with:
    a) Decision-making in competitive situations involving two or more participants
    b) Inventory replenishment decisions only
    c) Project scheduling under certainty
    d) Transportation-cost allocation
    Answer: a) Decision-making in competitive situations involving two or more participants
  2. A participant who makes decisions in a game is called a:
    a) Payoff
    b) Player
    c) Strategy value
    d) Saddle point
    Answer: b) Player
  3. A complete plan of action available to a player is called a:
    a) Payoff
    b) Game value
    c) Strategy
    d) Decision tree
    Answer: c) Strategy
  4. The numerical outcome associated with a pair of strategies is called the:
    a) Dominance value
    b) Probability
    c) Criterion value
    d) Payoff
    Answer: d) Payoff
  5. A matrix showing the outcomes for different strategy combinations is called a:
    a) Payoff matrix
    b) Transportation table
    c) Assignment matrix only
    d) Decision network
    Answer: a) Payoff matrix
  6. In a two-person game, the number of players is:
    a) One
    b) Two
    c) Three
    d) Unlimited
    Answer: b) Two
  7. In a zero-sum game, one player’s gain is:
    a) Independent of the other player’s loss
    b) Greater than the total payoff
    c) Exactly equal to the other player’s loss
    d) Always zero
    Answer: c) Exactly equal to the other player’s loss
  8. The algebraic sum of payoffs to all players in a zero-sum game is:
    a) Positive
    b) Negative
    c) Variable
    d) Zero
    Answer: d) Zero
  9. In a two-person zero-sum game, the payoff matrix is usually written from the viewpoint of:
    a) One selected player
    b) Both players simultaneously
    c) A third party
    d) The government
    Answer: a) One selected player
  10. The row player is commonly referred to as:
    a) Player B
    b) Player A
    c) The referee
    d) The neutral player
    Answer: b) Player A
  11. The column player is commonly referred to as:
    a) Player A
    b) The maximizing player
    c) Player B
    d) The passive player
    Answer: c) Player B
  12. In the usual payoff convention, Player A attempts to:
    a) Minimize the number of strategies
    b) Avoid all positive payoffs
    c) Maximize Player B’s payoff
    d) Maximize the payoff shown in the matrix
    Answer: d) Maximize the payoff shown in the matrix
  13. In the usual payoff convention, Player B attempts to:
    a) Minimize Player A’s payoff
    b) Maximize Player A’s payoff
    c) Eliminate every strategy
    d) Make all payoffs equal to zero
    Answer: a) Minimize Player A’s payoff
  14. A game is called finite when:
    a) Every payoff is zero
    b) Each player has a finite number of strategies
    c) There is only one player
    d) The game ends after one second
    Answer: b) Each player has a finite number of strategies
  15. A pure strategy means that a player:
    a) Randomly selects among all strategies
    b) Uses no strategy
    c) Chooses one strategy with probability one
    d) Changes strategies after every move
    Answer: c) Chooses one strategy with probability one
  16. A mixed strategy means that a player:
    a) Always uses the same strategy
    b) Selects only dominated strategies
    c) Chooses the strategy with the largest label
    d) Uses two or more strategies according to specified probabilities
    Answer: d) Uses two or more strategies according to specified probabilities
  17. A strategy selected with probability one is:
    a) A pure strategy
    b) A mixed strategy
    c) A dominated strategy only
    d) An infeasible strategy
    Answer: a) A pure strategy
  18. The probabilities assigned to a player’s mixed strategies must:
    a) Be negative
    b) Sum to one
    c) Sum to zero
    d) All be equal
    Answer: b) Sum to one
  19. In a mixed strategy, every probability must be:
    a) Greater than one
    b) Negative
    c) Between zero and one inclusive
    d) An integer greater than zero
    Answer: c) Between zero and one inclusive
  20. A game in which players cooperate to achieve a joint outcome is called:
    a) A zero-sum game only
    b) A dominance game
    c) A saddle-point game
    d) A cooperative game
    Answer: d) A cooperative game
  21. A game in which players act independently and do not form binding agreements is:
    a) A noncooperative game
    b) A transportation game
    c) A deterministic queue
    d) A replacement game
    Answer: a) A noncooperative game
  22. The value of a game represents:
    a) The number of strategies
    b) The expected payoff under optimal play
    c) The largest entry in the matrix
    d) The smallest entry in the matrix
    Answer: b) The expected payoff under optimal play
  23. A positive game value generally favors:
    a) Player B
    b) Neither player
    c) Player A
    d) The player with fewer strategies
    Answer: c) Player A
  24. A negative game value generally favors:
    a) Player A
    b) Both players equally
    c) The player with more strategies
    d) Player B
    Answer: d) Player B
  25. A game value of zero is commonly described as:
    a) A fair game
    b) An impossible game
    c) A cooperative game
    d) A dominated game
    Answer: a) A fair game

Section B: Maximin and Minimax Principles

  1. The maximin principle is applied by:
    a) Player B
    b) Player A
    c) Both players only after dominance
    d) A neutral observer
    Answer: b) Player A
  2. Under the maximin principle, Player A first identifies:
    a) The maximum entry in each row
    b) The minimum entry in each column
    c) The minimum payoff in each row
    d) The average payoff in each row
    Answer: c) The minimum payoff in each row
  3. After finding each row minimum, Player A chooses the:
    a) Smallest row minimum
    b) Largest matrix entry
    c) Smallest column maximum
    d) Largest row minimum
    Answer: d) Largest row minimum
  4. The largest of the row minima is called the:
    a) Maximin value
    b) Minimax value
    c) Expected value
    d) Dominance value
    Answer: a) Maximin value
  5. The minimax principle is applied by:
    a) Player A
    b) Player B
    c) The row player only
    d) Neither player
    Answer: b) Player B
  6. Under the minimax principle, Player B first identifies:
    a) The minimum entry in each row
    b) The average of every column
    c) The maximum payoff in each column
    d) The smallest matrix entry
    Answer: c) The maximum payoff in each column
  7. After finding each column maximum, Player B selects the:
    a) Largest column maximum
    b) Largest row minimum
    c) Average column maximum
    d) Smallest column maximum
    Answer: d) Smallest column maximum
  8. The smallest of the column maxima is called the:
    a) Minimax value
    b) Maximin value
    c) Fair value
    d) Dominance value
    Answer: a) Minimax value
  9. A saddle point exists when:
    a) Every payoff is positive
    b) The maximin value equals the minimax value
    c) There are only two strategies
    d) The game value is zero
    Answer: b) The maximin value equals the minimax value
  10. If the maximin value is less than the minimax value, the game:
    a) Has several saddle points automatically
    b) Has no strategies
    c) Has no saddle point
    d) Is always unfair
    Answer: c) Has no saddle point
  11. When a saddle point exists, optimal strategies are:
    a) Always mixed
    b) Always dominated
    c) Unnecessary
    d) Pure strategies
    Answer: d) Pure strategies
  12. A saddle-point entry is simultaneously:
    a) The minimum in its row and maximum in its column
    b) The maximum in its row and minimum in its column
    c) The largest entry in the matrix
    d) The smallest entry in the matrix
    Answer: a) The minimum in its row and maximum in its column
  13. The game value in a saddle-point game equals:
    a) The sum of all payoffs
    b) The saddle-point payoff
    c) The average of row minima
    d) The difference between maximin and minimax
    Answer: b) The saddle-point payoff
  14. If the row minima are 2, 5 and 1, the maximin value is:
    a) 1
    b) 2
    c) 5
    d) 8
    Answer: c) 5
  15. If the column maxima are 7, 4 and 9, the minimax value is:
    a) 9
    b) 7
    c) 20
    d) 4
    Answer: d) 4
  16. If the maximin value and minimax value are both 6, then:
    a) A saddle point exists with game value 6
    b) The game has no solution
    c) The game value is zero
    d) Mixed strategies are compulsory
    Answer: a) A saddle point exists with game value 6
  17. If maximin equals 3 and minimax equals 8, then:
    a) The saddle point is 5.5
    b) No saddle point exists
    c) Player A must use the first row
    d) The value is 8
    Answer: b) No saddle point exists
  18. Player A’s maximin rule reflects a:
    a) Maximax approach
    b) Risk-seeking approach only
    c) Best choice under the worst possible response
    d) Random strategy approach
    Answer: c) Best choice under the worst possible response
  19. Player B’s minimax rule seeks to:
    a) Maximize Player A’s minimum gain
    b) Select the largest payoff
    c) Ignore Player A’s actions
    d) Minimize the maximum possible loss
    Answer: d) Minimize the maximum possible loss
  20. Which inequality always holds in a finite two-person zero-sum game?
    a) Maximin value is less than or equal to minimax value
    b) Maximin value is always greater than minimax value
    c) Maximin equals zero
    d) Minimax is always negative
    Answer: a) Maximin value is less than or equal to minimax value
  21. If maximin exceeds minimax, this usually indicates:
    a) A mixed-strategy solution
    b) A calculation or interpretation error
    c) Several saddle points
    d) A fair game
    Answer: b) A calculation or interpretation error
  22. The row selected by the maximin principle is the row having:
    a) The largest individual payoff
    b) The lowest average payoff
    c) The greatest row minimum
    d) The smallest row maximum
    Answer: c) The greatest row minimum
  23. The column selected by the minimax principle is the column having:
    a) The largest column minimum
    b) The largest average
    c) The smallest entry
    d) The smallest column maximum
    Answer: d) The smallest column maximum
  24. If a payoff is the smallest in its row and largest in its column, it is a:
    a) Saddle point
    b) Dominated payoff
    c) Mixed-strategy probability
    d) Linear-programming variable
    Answer: a) Saddle point
  25. In a saddle-point game, neither player benefits by:
    a) Calculating row minima
    b) Unilaterally changing the optimal pure strategy
    c) Identifying the game value
    d) Using the payoff matrix
    Answer: b) Unilaterally changing the optimal pure strategy

Section C: Saddle Points and Pure Strategies

  1. Consider the matrix (\begin{bmatrix}3&2\4&1\end{bmatrix}). The row minima are:
    a) 3 and 4
    b) 2 and 4
    c) 2 and 1
    d) 3 and 1
    Answer: c) 2 and 1
  2. For the matrix (\begin{bmatrix}3&2\4&1\end{bmatrix}), the maximin value is:
    a) 4
    b) 3
    c) 1
    d) 2
    Answer: d) 2
  3. For the matrix (\begin{bmatrix}3&2\4&1\end{bmatrix}), the column maxima are:
    a) 4 and 2
    b) 3 and 1
    c) 4 and 1
    d) 3 and 2
    Answer: a) 4 and 2
  4. For the matrix (\begin{bmatrix}3&2\4&1\end{bmatrix}), the minimax value is:
    a) 4
    b) 2
    c) 3
    d) 1
    Answer: b) 2
  5. The matrix (\begin{bmatrix}3&2\4&1\end{bmatrix}) has a saddle point at:
    a) Row 1, Column 1
    b) Row 2, Column 1
    c) Row 1, Column 2
    d) Row 2, Column 2
    Answer: c) Row 1, Column 2
  6. The value of the game (\begin{bmatrix}3&2\4&1\end{bmatrix}) is:
    a) 1
    b) 3
    c) 4
    d) 2
    Answer: d) 2
  7. In a pure-strategy solution, each player assigns probability:
    a) One to the selected strategy
    b) One-half to every strategy
    c) Zero to every strategy
    d) More than one to the selected strategy
    Answer: a) One to the selected strategy
  8. If a game has multiple saddle points with the same payoff, then:
    a) No solution exists
    b) More than one optimal pure-strategy pair may exist
    c) The game value is undefined
    d) Mixed strategies are prohibited
    Answer: b) More than one optimal pure-strategy pair may exist
  9. A saddle point may be found by comparing:
    a) Row averages and column averages
    b) Largest matrix and smallest matrix entries
    c) Maximin and minimax values
    d) Only positive and negative entries
    Answer: c) Maximin and minimax values
  10. If every entry in a payoff matrix is increased by 5, the game value:
    a) Remains unchanged
    b) Is multiplied by 5
    c) Becomes zero
    d) Increases by 5
    Answer: d) Increases by 5
  11. Adding the same constant to every payoff generally:
    a) Does not change the optimal strategies
    b) Changes every optimal strategy
    c) Eliminates dominance
    d) Creates a saddle point in every game
    Answer: a) Does not change the optimal strategies
  12. Multiplying every payoff by a positive constant generally:
    a) Reverses the players’ objectives
    b) Preserves optimal strategies and scales the game value
    c) Makes the game fair
    d) Eliminates all saddle points
    Answer: b) Preserves optimal strategies and scales the game value
  13. Multiplying every payoff by a negative constant will:
    a) Preserve the roles of players without change
    b) Leave the value unchanged
    c) Reverse preferences and require careful reinterpretation
    d) Always create a zero-sum game
    Answer: c) Reverse preferences and require careful reinterpretation
  14. A pure-strategy equilibrium in a two-person zero-sum game corresponds to:
    a) A dominated row
    b) A random choice
    c) A linear-programming slack variable
    d) A saddle point
    Answer: d) A saddle point
  15. If Player A’s guaranteed payoff is 7 and Player B can hold A to 7, then:
    a) The game value is 7
    b) The game value is zero
    c) No equilibrium exists
    d) The payoff must be negative
    Answer: a) The game value is 7
  16. A matrix with equal maximin and minimax values is said to be:
    a) Strictly dominated
    b) Strictly determined
    c) Unbounded
    d) Infeasible
    Answer: b) Strictly determined
  17. A strictly determined game can be solved by:
    a) Linear programming only
    b) Graphical methods only
    c) Pure-strategy analysis
    d) Simulation only
    Answer: c) Pure-strategy analysis
  18. Which condition is unnecessary when a saddle point exists?
    a) Calculating row minima
    b) Calculating column maxima
    c) Determining the game value
    d) Solving for mixed-strategy probabilities
    Answer: d) Solving for mixed-strategy probabilities
  19. If the saddle-point payoff is negative, the game favors:
    a) Player B
    b) Player A
    c) Both players equally
    d) Neither player
    Answer: a) Player B
  20. If the saddle-point payoff is positive, the game favors:
    a) Player B
    b) Player A
    c) Neither player
    d) The player with fewer strategies
    Answer: b) Player A
  21. A zero saddle-point payoff implies:
    a) Player A always loses
    b) Player B always loses
    c) The game is fair under optimal play
    d) The game has no solution
    Answer: c) The game is fair under optimal play
  22. In a payoff matrix written for Player A, a large positive entry is:
    a) Favorable to Player B
    b) Irrelevant
    c) Always a saddle point
    d) Favorable to Player A
    Answer: d) Favorable to Player A
  23. In a payoff matrix written for Player A, a large negative entry is generally:
    a) Favorable to Player B
    b) Favorable to Player A
    c) A guaranteed saddle point
    d) A probability
    Answer: a) Favorable to Player B
  24. The pure strategy selected by Player A at a saddle point is the row containing:
    a) The largest row maximum
    b) The maximin payoff
    c) The smallest matrix entry
    d) The highest average payoff only
    Answer: b) The maximin payoff
  25. The pure strategy selected by Player B at a saddle point is the column containing:
    a) The smallest column minimum
    b) The largest matrix entry
    c) The minimax payoff
    d) The lowest average only
    Answer: c) The minimax payoff

Section D: Dominance Rule

  1. The dominance principle is used mainly to:
    a) Increase the number of strategies
    b) Change the game value
    c) Convert a game into a cooperative game
    d) Eliminate inferior strategies
    Answer: d) Eliminate inferior strategies
  2. For Player A, one row dominates another if it has:
    a) Payoffs greater than or equal to the other row in every column
    b) Smaller payoffs in every column
    c) The same average only
    d) More negative entries
    Answer: a) Payoffs greater than or equal to the other row in every column
  3. Since Player A maximizes payoff, a dominated row is generally the row with:
    a) Larger entries throughout
    b) Smaller or equal entries throughout
    c) More columns
    d) A larger average only
    Answer: b) Smaller or equal entries throughout
  4. For Player B, one column dominates another if it has:
    a) Larger entries in every row
    b) The same total only
    c) Smaller or equal entries in every row
    d) More positive entries
    Answer: c) Smaller or equal entries in every row
  5. Since Player B minimizes Player A’s payoff, a dominated column generally has:
    a) Smaller entries throughout
    b) Fewer entries
    c) A lower average only
    d) Larger or equal entries throughout
    Answer: d) Larger or equal entries throughout
  6. If Row 1 is ((5,7,6)) and Row 2 is ((3,4,2)), then:
    a) Row 1 dominates Row 2
    b) Row 2 dominates Row 1
    c) Neither row dominates
    d) Both rows dominate each other
    Answer: a) Row 1 dominates Row 2
  7. If Column 1 is ((2,4,3)) and Column 2 is ((5,7,6)), then for Player B:
    a) Column 2 dominates Column 1
    b) Column 1 dominates Column 2
    c) Neither column dominates
    d) Both columns are identical
    Answer: b) Column 1 dominates Column 2
  8. Eliminating a strictly dominated strategy:
    a) Changes the optimal game value
    b) Guarantees a saddle point
    c) Does not affect the optimal solution
    d) Makes probabilities invalid
    Answer: c) Does not affect the optimal solution
  9. The dominance method is especially useful for:
    a) Increasing matrix dimensions
    b) Calculating expected value directly
    c) Converting payoffs to probabilities
    d) Reducing the size of a payoff matrix
    Answer: d) Reducing the size of a payoff matrix
  10. Dominance may occur between:
    a) Rows or columns
    b) Only rows
    c) Only columns
    d) Only diagonal entries
    Answer: a) Rows or columns
  11. A strategy may be dominated by:
    a) Only one pure strategy
    b) Another pure strategy or a combination of strategies
    c) The game value only
    d) A probability greater than one
    Answer: b) Another pure strategy or a combination of strategies
  12. Dominance by a convex combination means a strategy is inferior to:
    a) The largest matrix entry
    b) A single saddle point
    c) A weighted combination of other strategies
    d) The average game value only
    Answer: c) A weighted combination of other strategies
  13. When checking row dominance for Player A, the preferred row has:
    a) Lower entries
    b) A smaller total only
    c) More negative values
    d) Higher or equal entries across all columns
    Answer: d) Higher or equal entries across all columns
  14. When checking column dominance for Player B, the preferred column has:
    a) Lower or equal entries across all rows
    b) Higher entries across all rows
    c) The largest total
    d) More positive values
    Answer: a) Lower or equal entries across all rows
  15. If two rows are identical, one of them may be:
    a) Converted into a column
    b) Removed without changing the game
    c) Assigned probability two
    d) Treated as a saddle point automatically
    Answer: b) Removed without changing the game
  16. If two columns are identical, one column may be:
    a) Multiplied by zero
    b) Assigned a negative probability
    c) Eliminated without changing the game
    d) Converted to a row
    Answer: c) Eliminated without changing the game
  17. Dominance should be applied:
    a) Only once
    b) Only after mixed-strategy calculations
    c) Only to square matrices
    d) Repeatedly until no further strategies can be eliminated
    Answer: d) Repeatedly until no further strategies can be eliminated
  18. If Row A is ((4,6)) and Row B is ((4,5)), then:
    a) Row A weakly dominates Row B
    b) Row B dominates Row A
    c) Neither row dominates
    d) Both rows must remain
    Answer: a) Row A weakly dominates Row B
  19. If Column X is ((3,2)) and Column Y is ((3,5)), then:
    a) Column Y dominates Column X
    b) Column X weakly dominates Column Y
    c) Neither column dominates
    d) Both columns are pure strategies
    Answer: b) Column X weakly dominates Column Y
  20. Strict dominance requires the dominating strategy to be:
    a) Equal in every outcome
    b) Better in only one outcome
    c) Better in every relevant outcome
    d) Selected with probability one
    Answer: c) Better in every relevant outcome
  21. Weak dominance means a strategy is:
    a) Worse in every outcome
    b) Equal only in average payoff
    c) Always optimal
    d) At least as good in all outcomes and better in at least one
    Answer: d) At least as good in all outcomes and better in at least one
  22. Which row should Player A eliminate if Row 1 has higher payoffs than Row 2 in every column?
    a) Row 2
    b) Row 1
    c) Both rows
    d) Neither row
    Answer: a) Row 2
  23. Which column should Player B eliminate if Column 1 has lower payoffs than Column 2 in every row?
    a) Column 1
    b) Column 2
    c) Both columns
    d) Neither column
    Answer: b) Column 2
  24. A reduced matrix obtained through valid dominance has:
    a) A different game value
    b) No optimal strategies
    c) The same game value as the original matrix
    d) Only positive entries
    Answer: c) The same game value as the original matrix
  25. The main benefit of dominance before solving mixed strategies is:
    a) It makes every game fair
    b) It guarantees equal probabilities
    c) It creates negative payoffs
    d) It simplifies the calculations
    Answer: d) It simplifies the calculations

Section E: Mixed Strategies in 2 × 2 Games

  1. Mixed strategies are generally required when:
    a) No saddle point exists
    b) A saddle point exists
    c) Every payoff is equal
    d) Only one strategy is available
    Answer: a) No saddle point exists
  2. In a 2 × 2 game, Player A usually assigns probabilities:
    a) (p) and (p)
    b) (p) and (1-p)
    c) (p) and (1+p)
    d) (p) and (-p)
    Answer: b) (p) and (1-p)
  3. In a 2 × 2 game, Player B usually assigns probabilities:
    a) (q) and (q)
    b) (q) and (1+q)
    c) (q) and (1-q)
    d) (q) and (-q)
    Answer: c) (q) and (1-q)
  4. Under optimal mixed strategies, Player A chooses probabilities that make Player B:
    a) Prefer the first column only
    b) Prefer the second column only
    c) Avoid all strategies
    d) Indifferent between the columns used
    Answer: d) Indifferent between the columns used
  5. Under optimal mixed strategies, Player B chooses probabilities that make Player A:
    a) Indifferent between the rows used
    b) Prefer the first row only
    c) Prefer the second row only
    d) Avoid all strategies
    Answer: a) Indifferent between the rows used
  6. For the payoff matrix (\begin{bmatrix}a&b\c&d\end{bmatrix}), the denominator used in 2 × 2 formulas is:
    a) (a+b+c+d)
    b) (a-b-c+d)
    c) (a+b-c-d)
    d) (ad-bc)
    Answer: b) (a-b-c+d)
  7. For (\begin{bmatrix}a&b\c&d\end{bmatrix}), the probability that Player A uses Row 1 is:
    a) ((a-c)/(a-b-c+d))
    b) ((a-b)/(a-b-c+d))
    c) ((d-c)/(a-b-c+d))
    d) ((d-b)/(a-b-c+d))
    Answer: c) ((d-c)/(a-b-c+d))
  8. For (\begin{bmatrix}a&b\c&d\end{bmatrix}), the probability that Player A uses Row 2 is:
    a) ((d-c)/(a-b-c+d))
    b) ((a-c)/(a-b-c+d))
    c) ((a-d)/(a-b-c+d))
    d) ((a-b)/(a-b-c+d))
    Answer: d) ((a-b)/(a-b-c+d))
  9. For (\begin{bmatrix}a&b\c&d\end{bmatrix}), the probability that Player B uses Column 1 is:
    a) ((d-b)/(a-b-c+d))
    b) ((d-c)/(a-b-c+d))
    c) ((a-b)/(a-b-c+d))
    d) ((a-c)/(a-b-c+d))
    Answer: a) ((d-b)/(a-b-c+d))
  10. For (\begin{bmatrix}a&b\c&d\end{bmatrix}), the probability that Player B uses Column 2 is:
    a) ((d-b)/(a-b-c+d))
    b) ((a-c)/(a-b-c+d))
    c) ((a-b)/(a-b-c+d))
    d) ((d-c)/(a-b-c+d))
    Answer: b) ((a-c)/(a-b-c+d))
  11. The value of a 2 × 2 zero-sum game without a saddle point is:
    a) ((a+b+c+d)/(a-b-c+d))
    b) ((a-d)/(b-c))
    c) ((ad-bc)/(a-b-c+d))
    d) ((a+d)/(b+c))
    Answer: c) ((ad-bc)/(a-b-c+d))
  12. The expected payoff under optimal mixed strategies equals:
    a) The largest payoff
    b) The smallest payoff
    c) Zero in every game
    d) The value of the game
    Answer: d) The value of the game
  13. If an optimal probability equals zero, the corresponding strategy:
    a) Is not used in the optimal mix
    b) Must be used every time
    c) Has the highest payoff
    d) Is necessarily a saddle point
    Answer: a) Is not used in the optimal mix
  14. If an optimal probability equals one, the corresponding strategy is:
    a) Dominated
    b) Used as a pure strategy
    c) Used half the time
    d) Infeasible
    Answer: b) Used as a pure strategy
  15. In an optimal mixed strategy, probabilities are selected to:
    a) Maximize the number of strategies
    b) Make all payoffs positive
    c) Protect a player against exploitation by the opponent
    d) Eliminate the game value
    Answer: c) Protect a player against exploitation by the opponent
  16. Randomization is useful because it:
    a) Guarantees the largest payoff every time
    b) Removes uncertainty
    c) Makes all strategies identical
    d) Prevents the opponent from predicting the next action with certainty
    Answer: d) Prevents the opponent from predicting the next action with certainty
  17. Consider the matrix (\begin{bmatrix}4&0\0&2\end{bmatrix}). The denominator is:
    a) 6
    b) 4
    c) 2
    d) 8
    Answer: a) 6
  18. For (\begin{bmatrix}4&0\0&2\end{bmatrix}), the probability that Player A uses Row 1 is:
    a) (1/2)
    b) (1/3)
    c) (2/3)
    d) (1/4)
    Answer: b) (1/3)
  19. For (\begin{bmatrix}4&0\0&2\end{bmatrix}), the probability that Player A uses Row 2 is:
    a) (1/3)
    b) (1/2)
    c) (2/3)
    d) (3/4)
    Answer: c) (2/3)
  20. For (\begin{bmatrix}4&0\0&2\end{bmatrix}), the value of the game is:
    a) 2
    b) 1
    c) (4/3)
    d) (8/6=4/3)
    Answer: d) (8/6=4/3)
  21. For (\begin{bmatrix}4&0\0&2\end{bmatrix}), Player B uses Column 1 with probability:
    a) (1/3)
    b) (1/2)
    c) (2/3)
    d) (3/4)
    Answer: a) (1/3)
  22. For (\begin{bmatrix}4&0\0&2\end{bmatrix}), Player B uses Column 2 with probability:
    a) (1/3)
    b) (2/3)
    c) (1/4)
    d) (1/2)
    Answer: b) (2/3)
  23. In a mixed-strategy equilibrium, each player’s expected payoff from every strategy used with positive probability is:
    a) Different
    b) Always zero
    c) Equal to the game value
    d) Equal to the largest matrix entry
    Answer: c) Equal to the game value
  24. A strategy that yields less than the game value against the opponent’s optimal mix will generally receive:
    a) Probability one
    b) Equal probability
    c) A negative probability
    d) Zero probability
    Answer: d) Zero probability
  25. The method of oddments is used mainly to solve:
    a) 2 × 2 games
    b) Transportation problems
    c) Queuing models
    d) Assignment problems
    Answer: a) 2 × 2 games

Section F: Graphical and Algebraic Solution Methods

  1. The graphical method is commonly used for games of size:
    a) 3 × 3 only
    b) 2 × n or m × 2
    c) m × n with any dimensions
    d) 1 × 1 only
    Answer: b) 2 × n or m × 2
  2. A 2 × n game has:
    a) Two columns and n rows
    b) Two players and n payoffs
    c) Two rows and n columns
    d) Two saddle points
    Answer: c) Two rows and n columns
  3. An m × 2 game has:
    a) Two rows and m columns
    b) m players and two strategies
    c) One row and two columns
    d) m rows and two columns
    Answer: d) m rows and two columns
  4. In the graphical method for a 2 × n game, the horizontal axis usually represents:
    a) The probability assigned to one of Player A’s two strategies
    b) The game value only
    c) Player B’s payoff
    d) The number of columns
    Answer: a) The probability assigned to one of Player A’s two strategies
  5. In a 2 × n graphical solution, each column of Player B generates:
    a) A probability table only
    b) A straight payoff line
    c) A saddle point automatically
    d) A nonlinear constraint
    Answer: b) A straight payoff line
  6. For Player A in a 2 × n game, the relevant boundary is generally the:
    a) Upper envelope
    b) Average envelope
    c) Lower envelope of the payoff lines
    d) Vertical axis only
    Answer: c) Lower envelope of the payoff lines
  7. Player A chooses the point on the lower envelope that:
    a) Minimizes payoff
    b) Has zero probability
    c) Lies nearest the origin
    d) Maximizes the guaranteed payoff
    Answer: d) Maximizes the guaranteed payoff
  8. In an m × 2 game analyzed from Player B’s perspective, the relevant boundary is generally the:
    a) Upper envelope
    b) Lower envelope
    c) Horizontal axis
    d) Average of all lines
    Answer: a) Upper envelope
  9. Player B chooses the point on the upper envelope that:
    a) Maximizes Player A’s payoff
    b) Minimizes the maximum payoff
    c) Makes every line parallel
    d) Gives probability zero to both columns
    Answer: b) Minimizes the maximum payoff
  10. The intersection of two relevant payoff lines often identifies:
    a) A dominated strategy only
    b) The largest matrix entry
    c) The optimal mixed-strategy probability and game value
    d) The total number of strategies
    Answer: c) The optimal mixed-strategy probability and game value
  11. If an intersection occurs outside the probability range 0 to 1, it is:
    a) Always optimal
    b) A saddle point
    c) A pure strategy
    d) Not a feasible mixed-strategy solution
    Answer: d) Not a feasible mixed-strategy solution
  12. Before using the graphical method, one should usually:
    a) Apply dominance to reduce the matrix
    b) Add a constant to every game
    c) Convert every probability to an integer
    d) Remove all negative payoffs
    Answer: a) Apply dominance to reduce the matrix
  13. A game larger than 2 × 2 may sometimes be reduced to 2 × 2 through:
    a) Randomization
    b) Dominance
    c) Averaging
    d) Maximax analysis
    Answer: b) Dominance
  14. A general m × n zero-sum game can be formulated and solved using:
    a) Queuing theory
    b) Dynamic programming only
    c) Linear programming
    d) Inventory models
    Answer: c) Linear programming
  15. In the linear-programming formulation, Player A seeks to:
    a) Minimize every strategy probability
    b) Eliminate constraints
    c) Maximize the number of strategies
    d) Maximize the guaranteed expected payoff
    Answer: d) Maximize the guaranteed expected payoff
  16. In the linear-programming formulation, Player B seeks to:
    a) Minimize the maximum expected payment to Player A
    b) Maximize Player A’s payoff
    c) Eliminate every column
    d) Make all probabilities zero
    Answer: a) Minimize the maximum expected payment to Player A
  17. The probabilities in a mixed-strategy linear program must:
    a) Be unrestricted
    b) Be nonnegative and sum to one
    c) All be integers
    d) All equal one
    Answer: b) Be nonnegative and sum to one
  18. The linear programs for Players A and B are related through:
    a) Simulation
    b) Dominance only
    c) Duality
    d) Queuing balance
    Answer: c) Duality
  19. The optimal objective values of the primal and dual game formulations are:
    a) Always different
    b) Opposite in sign only
    c) Undefined
    d) Equal under standard conditions
    Answer: d) Equal under standard conditions
  20. If all payoffs are negative, a constant may be added to every entry to:
    a) Simplify the linear-programming transformation
    b) Change the optimal strategies
    c) Eliminate the zero-sum property
    d) Create dominance automatically
    Answer: a) Simplify the linear-programming transformation
  21. After adding a constant (K) to all payoffs, the original game value is obtained by:
    a) Adding (K) again
    b) Subtracting (K) from the transformed value
    c) Multiplying by (K)
    d) Dividing by (K)
    Answer: b) Subtracting (K) from the transformed value
  22. Adding the same constant to all matrix entries changes:
    a) The optimal mixed strategies
    b) The dominance order completely
    c) The game value but not the optimal strategies
    d) The number of players
    Answer: c) The game value but not the optimal strategies
  23. The expected payoff of a mixed strategy is calculated using:
    a) The largest payoff only
    b) The smallest payoff only
    c) The number of strategies
    d) Probability-weighted payoffs
    Answer: d) Probability-weighted payoffs
  24. The fundamental objective of an optimal strategy is to:
    a) Guarantee the best possible outcome against an intelligent opponent
    b) Maximize the number of available strategies
    c) Ensure the opponent never receives a payoff
    d) Select every strategy equally
    Answer: a) Guarantee the best possible outcome against an intelligent opponent
  25. Which statement best summarizes two-person zero-sum game analysis?
    a) Every game has a saddle point
    b) Pure strategies apply when maximin equals minimax; otherwise mixed strategies may be required
    c) Dominance always determines the final game value directly
    d) Randomization eliminates the need to calculate expected payoffs
    Answer: b) Pure strategies apply when maximin equals minimax; otherwise mixed strategies may be required
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